Too much beavers?

Started by Jan2607, March 14, 2017, 10:25:59 AM

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b0rsuk

In my opinion you don't need those mood bonuses early on, because you get "New Colony Optimism" and so on. But then I usually build bedroom, beds AND table + stools before my colonists consume their first meal.

ChimpX

You non-Canadians may not know this, but Alphabeaver plagues are a part of daily life up here in our tree-filled snowy homeland. If anything, Tynan has increased the frequency of Alphabeaver events to be more in line with reality.

Obviously he can't make it *totally* realistic; it would upset game balance if the Alphabeavers rode in on polar bear mounts and set fire to our igloos like they do in real life.

Stormfox

I agree with what was said in the first few posts here:

Alphabeavers are a tad too common, and what would really help is MORE events of this style, but different. More "fun but not critical" usually-bad events would go a long way to make the game not feel as repetitive and even solve some fluff issues like the too many eclipses :-)

The difficulty is in creating events that work and fill a niche. Some ideas:

- Furniture breakdowns. Sometimes your chair breaks a leg, and it has to be repaired. The door to the barn gets stuck once in a while. Those double beds cannot take the strain of its lovin' occupants forever :-)
This is the easy variant of the normal breakdown event, working in the same way but with stuff that does not take components to fix.
- Sloth drone. Similar to the psychic drones that affect mood, but this just makes everyone slower. Reduces work and move speed for everyone (or everyone of one gender, or about 50% randomly picked colonists) by 25% for a day or so.
- When the medical system is fixed, I would like to see something like a "bacterial spread" or something that makes catching minor diseases more likely for single colonists for a few days. Perhaps tied to how much they are outdoors, making it a kind of weakened fallout event. Alternatively, how about hey fever as a drawback? Makes the pawn seasonally more likely to get slightly ill.
- Work accidents. A pawn injures itself during some activity. Perhaps that tree fell into the wrong direction or that sculpture had a few splinters, whatever the case, the pawn gets a minor injury with minimal bleeding or some bruises.
- More weather based stuff would be possible. How about a monsoon period where it rains almost constantly, but the floor gets swampy (movement penalties everywhere outdoors, less so on "roads" and stone than on other natural tiles). Could be coupled with a minor mood debuff ("This constant rain is depressing. I want to see the sun again." - 3 mood)
Something similar could be built for very cold or hot climates. Snow- or Sandstorms for example lend themselves well to minor hazards that are not total showstoppers but can annoy and hinder.

AngleWyrm

#18
Quote from: b0rsuk on March 14, 2017, 11:01:26 AM
Rimworld needs a larger vocabulary.

Quote from: AngleWyrm on March 15, 2017, 08:07:26 AM
Quote from: ilawz on January 05, 2017, 09:57:08 AM
As you may have seen from the title, this mod adds a few more events and incidents to the game.
11 as of now, although I have a few more ideas lying around. If you have more ideas, be sure to tell me!

Some suggestions:

  • A pod pulls off a successful landing with no harm to it's passenger. He becomes a visitor to the colony, with a small amount to trade.
  • A mist settles in the area and accelerates plant growth for a while
  • A resource pod drop includes several viles of Adulthood, which raises a young animal into a fully mature specimen in a single day.
  • The cat herders of Rimbyouliton are passing through
  • Someone had a nightmare that left them shaking and unwilling to leave their room for a while
  • A piece of food classified as food poisoning gets a colonist stoned on an alien dish

Do you have a scene that you'd enjoy seeing happen in your colony?
Post your daydreams to the More Events mod
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

dragonalumni

You can never have enough beaver so I'm kind of confused by this thread.

(Also, I tend to ignore beaver because they don't ever seem to get close enough to me on a large map, but if they come into camp or in my logging area I'll invite them into my freezer)

Marauder

I don't mind Beavers. It's basically free leather and meat delivered right to my base.

QuoteIn general I think it's too easy to wall off and build a fortress. Too easy to build, too easy to maintain. But that's not all. There aren't enough incentives to see sunlight. The map is not interesting. No fishing, minerals can be mined and forgotten about. Farming doesn't use all that much space, and farms can be completely walled off.
I think you guys are approaching this from the wrong angle. It's not "it's too easy to build a fortress and bunker down, we need to punish it harder and break it down!" it's "Why do people feel the need to do so in the first place?" People dig in and hunker down because they HAVE TO in order to survive.

They abandon much of the map because of how long it takes for pawns to get there in the first place. On larger maps even a fast pawn will pretty much turn around the moment they reached whatever it is you are constructing because their bars are empty and they want to go to sleep.

Even then, the player has extremly limited resources in terms of pawns. Pawns are the most important resouce the player has and while they can be replenished the player can not take 1:1 losses against the Ai. Even 10:1 will mean the player is being bleed dry. As training and getting a new pawn up to par, after recruiting them takes time and effort.

Fighting the AI, whether animals, mechanoids or humans has to be done in as unfair as possible a way to curb losses as much as possible, keep permanent wounds down who can easily cripple a pawn and to try to avoid entering a downwards spiral.

QuoteI've come to loathe thrumbos.
Jogger/Fast Walker - Find some blocks to run around while another pawn shoots at them with any ranged weapon. Slowly whittling it down. Cheap? Yes. However the only way to deal with them.

Quote from: Stormfox on March 17, 2017, 01:36:10 PM- Furniture breakdowns. Sometimes your chair breaks a leg, and it has to be repaired. The door to the barn gets stuck once in a while. Those double beds cannot take the strain of its lovin' occupants forever :-)
That is really not an event that takes any kind of player influence. It merely drains resources. Similar to break downs do now. Pawns fix them automatically given the resources exist and if they don't you likely have worse to worry about.
This is the easy variant of the normal breakdown event, working in the same way but with stuff that does not take components to fix.

Euzio

Beavers are good for stocking the larder imo. Gives your pawns a nice quick boost in working on their shooting skills as well. :P

Stormfox

Quote from: Marauder on March 19, 2017, 08:05:48 PM
I think you guys are approaching this from the wrong angle. It's not "it's too easy to build a fortress and bunker down, we need to punish it harder and break it down!" it's "Why do people feel the need to do so in the first place?" People dig in and hunker down because they HAVE TO in order to survive.

They abandon much of the map because of how long it takes for pawns to get there in the first place. On larger maps even a fast pawn will pretty much turn around the moment they reached whatever it is you are constructing because their bars are empty and they want to go to sleep.

Even then, the player has extremly limited resources in terms of pawns. Pawns are the most important resouce the player has and while they can be replenished the player can not take 1:1 losses against the Ai. Even 10:1 will mean the player is being bleed dry. As training and getting a new pawn up to par, after recruiting them takes time and effort.

Fighting the AI, whether animals, mechanoids or humans has to be done in as unfair as possible a way to curb losses as much as possible, keep permanent wounds down who can easily cripple a pawn and to try to avoid entering a downwards spiral.

I almost fully agree with you there. There need to be more incentives in the other direction, too. But that does not mean more diversity in the adversity would be bad.

Quote<furniture breakdown>
That is really not an event that takes any kind of player influence. It merely drains resources. Similar to break downs do now. Pawns fix them automatically given the resources exist and if they don't you likely have worse to worry about.
This is the easy variant of the normal breakdown event, working in the same way but with stuff that does not take components to fix.

Yes. It is exactly that. And since the game has a major lack of ressource sinks, which is one of its main longterm gameplay problems, introducing not annoying not critical but slightly ressource draining events is imho the best way to tackle multiple problems at once.

giannikampa

Almost on topic: do alphabeavers eat woodden walls and doors (and furnitures)? and shouldn't they? I would trade ramping numbers of beavers spawning with this feature
And as always.. sorry for my bad english

b0rsuk

Quote from: giannikampa on March 20, 2017, 04:42:59 AM
Almost on topic: do alphabeavers eat woodden walls and doors (and furnitures)? and shouldn't they? I would trade ramping numbers of beavers spawning with this feature

They don't.

giannikampa

Exactly, they don't, they don't even eat wood in form of resource on the ground, I would they did
And as always.. sorry for my bad english

b0rsuk

A colony the size of a castle should require several competent builders to maintain it.

Marauder

Quote from: b0rsuk on March 20, 2017, 09:41:06 AM
A colony the size of a castle should require several competent builders to maintain it.
Why? Honest question. How does this add "fun", "excitement" or much of anything? It sounds if anything like something really, unfun. Building upm, structuring, improving and defending the base are fun parts. Having a huge number of Pawns who are caught up with constant maintenance. Not even to a realistic degree but an excessive and absurd one it would add very little but add a "cap" as to how big a base can grow before maintenance and repair would bring it down. Both of whom are automatic processes and do not take player input but merely take up "work time" of pawns.

Heck break downs and actual repair are greatly exaggerated to begin with. Adding things like chairs breaking, chairs whom depending on quality can last longer than many humans irl. With many other items only breaking because of planned obsolescence and such. Really does not seem to improve the game in any kind of way.

CiceroThePoet

Fun is a relative term. Depending on the individual playing the game.

I personally would like to see maintenance added, rather than sudden break downs. (Thanks Fluffy for the "No Breakdowns" mod.) Even though planned obsolescence is a thing in our society, even when things were built to last, they needed maintenance. Stone walls and floors and the like wouldn't experience decay in the same manner as other things, like batteries, and nutrient paste dispensers, naturally.

I think what b0rsuk is trying to say is that things wear due to use, and that sometimes, a pawn or three is going to have to complete a simple task which may take a few seconds realtime tops. The thing about maintenance is that it's not some horrifying thing that takes forever to do (my co-workers would probably disagree with that statement, but I digress.) it's that you do it so everything keeps working the way it was intended for as long as possible.

Scenario!

"Mechanical Failure, Turret!"

The turret no longer properly assumes targets, due to degradation of it's circuits.

1) Cut the power.
2) Send a pawn in to repair.
3) Depending on the severity, of the mechanical failure, it would take one rimhour or two to fix.
4) Pawn McJoe gains a bit of construction skill.

It's just a filler task that gives a bit more feel to the game, without leading to some horrible tragic ending, and if you are preemptive on your maintenance, you will never have to worry about things like...

"Boss! The battery exploded and the barn caught on fire and somebody poisoned the water hole, also the turrets are down and the mechanoids are raiding while this strange fallout is coating the landscape, also PawnBill didn't do his maintenance, and now the auto-door motors are seized! We're doomed!"

Back to my original point, Fun is in the eyes of the beholder. A lot of people wouldn't like this, but some would. This is why we have a modding community, but at the same time, if all we as a community do is say "Lol, just make a mod for it." we aren't really getting anywhere. (Sorry, that last bit wasn't aimed at anyone in particular, just a personal peeve of mine.)

AngleWyrm

Quote from: CiceroThePoet on March 20, 2017, 09:12:04 PM
I personally would like to see maintenance added, rather than sudden break downs. (Thanks Fluffy for the "No Breakdowns" mod.)

A link for the readers
Fluffy Breakdowns: Components now wear down gradually, and need to be maintained
Instead of just breaking and needing to be replaced, colonists go about the job of doing repairs and maintenance when things get down to 70% health. The percentage is adjustable in the mod options menu.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh